#pentagram@irc.freenode.net logs for 8 Nov 2002 (GMT)

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[01:35:24] * DarkeWork is bored, so he'll ramble for a bit. *grin*
[01:35:54] <DarkeWork> Opcode 0x5C 'symbol info' is a bit... unflexable, and we really should change it. *grin*
[01:37:42] <DarkeWork> It'll either need to be altered from: '5C xx xx yy(x8) 00' xxxx==offset to debug info, yy(x8)==8 character length classname. Into something that can store more then 8 characters in a class name. Maybe to '5C xx xx yy yy zz ... 00' where yyyy is the length of the classname, and zz...00 is the null terminated string containing it.
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[02:03:02] <DarkeWork> OTOP, I'm plotting on moving the debug info out of the actual class 'executable' bit and into it's on section, (using a method similar to how crusader's 'overload' table works) so it's easy just to avoid loading the debugging information should the user not request it and/or memory requirements are 'tight'.
[02:03:27] <DarkeWork> Hi Dominus! Don't mind me, just talking to 'myself' again. *grin*
[02:03:33] <Dominus> he
[02:08:16] <DarkeWork> It'd probably be a good idea to expand the 32 fixed 'event' slots up to 64, just for potential expansion purposes. *grin* We should be able to have a theoretically unlimited number of 'user' events.
[02:08:37] <Dominus> I'm having a bid on No Remorse for Playstation
[02:14:12] <DarkeWork> Cool. The data on the DC one looked intersting for the bits I saw. The only thing is it looks like they did away with the usecode interpreter and just go the compiler to output all the scripts as raw C++, then compiled them. Can't be sure since my access to the DC one was limited. It might just be they included the usecode.flx file inline in the executable as part of the data.
[02:17:21] <Dominus> atm I'm the top bidder at Euro 6,-
[02:18:06] <Dominus> and maxed it at 10,-
[02:18:11] <DarkeWork> (Random thought on a previous thought long past) IIRC I mentioned before that perhaps it would be a good idea to expand the maximum size of each function's data section from MAX(sint16) (jumps are relative +/-, so in theory we can't have a function more then 32kb in total size) to something more 'sane', such as MAX(sint32). AFAICT, the only things we would need to modify for this would be the 'jump' related functions (and 0x5C, but we
[02:18:45] * DarkeWork nods. He's got a friend bidding for a copy of No Remorse PC version, he's also maxed the bidding at 10, in his case AU$. *grin*
[02:19:46] <Dominus> I actually got outbid but the bidder took his bid back on dubios grounds :-)
[02:20:09] <Dominus> probably thought that bidding more than 10,- would be overkill :-)
[02:24:02] <Dominus> I also auctioned me both Crusader games yesterday. No Regret for Euro 5.50 and NoRemorse for 10,-
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[06:40:17] <Colourless> hi
[06:50:05] * Colourless bought Crusader: No Regret today. cost me $20
[06:57:03] <Colourless> now to see what's on the CD :-)
[06:58:15] <Colourless> quite obviously (from the CD volume label) it's got 1.06
[07:01:00] <Colourless> comes with 4 extra programs, crusnd, flexman, mod2amf and joytest
[07:07:12] <Colourless> the flics (in avi format) are compressed, but on the cd is a program that can decompress them, and what also appears to be the decompression codec
[07:13:51] <Colourless> but it's not really a decompression codec, it's a help dll for the player
[07:26:20] <Colourless> ok, the xanlib.dll file actually can be used as a standard video codec in windows
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[07:50:33] <Colourless> hi
[07:51:54] <Darke> Hi.
[07:52:11] <Colourless> read logs, in case you didn't see what i wrote earlier
[07:55:35] <Darke> (xanlib) *nod* I was reading about that library a few nights ago when looking for crusader documentation.
[08:01:31] <Colourless> need to work out the audio format though
[08:02:09] <Colourless> the flics have.... really terrible acting :-)
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[08:11:24] * Darke snickers. But that was about the standard of acting _way_ back in those days. *grin* They don't have the massive budgets they do have nowdays.
[08:11:49] <Colourless> :-)
[08:12:04] <Colourless> well, i think you'll find the actors might actually be the dev team :-)
[08:12:47] <Darke> Wouldn't be surprised. *grin* Check the actor name vs. the dev team list in the credits and you'll know for sure.
[08:14:44] <Colourless> well there are a number of images on the cd from the game. one of them is this : http://www.users.on.net/triforce/ely.jpg you think it's him? :-)
[08:16:11] * Darke pokes the url. Doesn't appear to work. *grin* But remember I've not seen the movies.
[08:16:55] <Colourless> hmm, where did i put it...
[08:17:22] <Colourless> http://www.users.on.net/triforce/ELY.JPG
[08:18:03] <Colourless> damn case sensitive file systems :-)
[08:21:35] * Darke pokes around and can't find a 'real' picture of Ely, so really can't say. *grin*
[08:21:44] <Colourless> :-)
[08:22:13] <Colourless> in the goods\pics\cruteam.txt there is this message:
[08:22:16] <Colourless> For more Crusader goods, go to www.cris.com/~Rwillmar/regret.html
[08:22:40] <Colourless> site doesn't exist anymore. Rwillmar would be Eric Willmar
[08:25:02] <Darke> That the exact capitalisation?
[08:25:09] <Colourless> yes
[08:26:39] * Darke hmms... the wayback machine doesn't help then. It hasn't got any record of it.
[08:30:59] <Darke> Willmar's listed as 'gameography' my mobygames for u8/crusader games, for acting/voiceovers.
[08:31:48] <Colourless> the txt file has Eric Willmar: Designer
[08:34:43] <Darke> Credits as Usecode Programmer/Design for NoRemorse.
[08:36:05] <Darke> Also Voice acting for the U8 speech pack, and Usecode Programmer/Design for No Regret. *grin* Interesting.
[08:38:21] <Darke> http://www.dransik.com/dransikonline/interveiws.html#lothgar <- Picture of him. Yes he looks 'similar'. *grin*
[08:38:54] <Darke> (His interview is right at the end of the page, probably will have to scroll down as the links appear b0rk3n.)
[08:40:34] <Colourless> just just a 'bit' similar
[08:41:57] * Darke blahs. This Willmar guy looks to have dropped off the face of the net.
[08:44:22] <Darke> All I've managed to dig up is that he's somehow related to Ely (and designed with him before Origin), and he has gone by the handle 'Baka'.
[08:45:10] <Darke> http://www.dransik.com/downloads/RPGItemSource.zip BTW, this looks to be that sourcecode from that newsgroup posting Ely made a while ago, I showed you the other day.
[08:50:37] <Colourless> i think i should go :-)
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[08:56:56] <Darke> From that zip: "Asylum Library Standard Definition file." *sigh* Why can't they just give us all the code and be done with it, rather then trickling little bits in front of us when we find them? *grin*
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[14:01:02] <Darke> In file included from filesys/FileSystem.h:96,
[14:01:03] <Darke> from filesys/FileSystem.cpp:23:
[14:01:03] <Darke> filesys/ODataSource.h:140: `template<class _Tp, class _Sequence> class
[14:01:03] <Darke> std::queue' as declarator
[14:01:03] <Darke> Please submit a full bug report,
[14:01:03] <Darke> with preprocessed source if appropriate.
[14:01:05] <Darke> See <URL:http://www.gnu.org/software/gcc/bugs.html> for instructions.
[14:01:07] <Darke> make: *** [filesys/FileSystem.o] Error 1
[14:01:09] <Darke> d
[14:01:14] <Darke> Umm... 'Cool' I suppose. *grin*
[14:01:19] <Colourless> :-)
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